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Yeah the netcode is partly like NewNet so projectiles are harder to dodge then in pure serverside netcode and you can still get shot behind cover. It's just not as severe due to the prediction. But I think it's probably the best balance between giving advantage to the attacking person vs. the dodging person we can get.

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Yeah the netcode is partly like NewNet so projectiles are harder to dodge then in pure serverside netcode and you can still get shot behind cover. It's just not as severe due to the prediction. But I think it's probably the best balance between giving advantage to the attacking person vs. the dodging person we can get.

Edit: Also I think the primary reason for rockets being hard to dodge is visibility - rocket projectiles seem to be really hard to spot. If someone is firing them at me, and they fly at a pretty quick speed, it's hard to notice them in time to dodge. Maybe if we added more of a red glow around them (like in QL) it would make things better?

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Edit: Also I think the primary reason for rockets being hard to dodge is visibility - rocket projectiles seem to be really hard to spot. If someone is firing them at me, and they fly at a pretty quick speed, it's hard to notice them in time to dodge. Maybe if we added more of a red glow around them (like in QL) it would make things better?

I think their just invisible sometimes period. Also bio land mines... how many times do you die when nothing was there. Also i follow players around corners like half a second behind them, as i walk around the corner their totally disappeared.

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I think their just invisible sometimes period. Also bio land mines... how many times do you die when nothing was there. Also i follow players around corners like half a second behind them, as i walk around the corner their totally disappeared.

I've seen this pretty frequently in testing grenade projectiles, sometimes I wonder if I'm just getting too tired or my eyes are tricking me, but once a projectile gets occluded sometimes I never see it again (although I can often hear it bouncing still).

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An instant hit, accurate, instant kill weapon is overpowered. There's no skill ceiling. It's limited only by the shooter's accuracy. It also severely impairs the defensive side of the game - ignoring ping, it is nearly irrelevant what your opponent does - click the right pixel and you win. Even non-instant kill instant hit weapons are often problematic - the Shock Rifle example is obvious before even getting to other games.